diff options
| author | Sheikh Dawood <[email protected]> | 2018-05-25 09:54:38 -0500 |
|---|---|---|
| committer | Sheikh Dawood <[email protected]> | 2018-05-25 09:54:38 -0500 |
| commit | b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1 (patch) | |
| tree | de67d7adc7cc66d44c3e0a399d94d1db6bcebd0c /PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html | |
| parent | PhysX 3.4, APEX 1.4 patch release @23933511 (diff) | |
| download | physx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.tar.xz physx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.zip | |
PhysX 3.4, APEX 1.4 patch release @24214033v3.4.2
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html b/PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html index 0ab9b149..1561b651 100644 --- a/PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html +++ b/PhysX_3.4/Documentation/PhysXGuide/Manual/AdvancedCollisionDetection.html @@ -6,7 +6,7 @@ <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> - <title>Advanced Collision Detection — NVIDIA PhysX SDK 3.4.1 Documentation</title> + <title>Advanced Collision Detection — NVIDIA PhysX SDK 3.4.2 Documentation</title> <link rel="stylesheet" href="../_static/nvidia.css" type="text/css" /> <link rel="stylesheet" href="../_static/pygments.css" type="text/css" /> @@ -15,7 +15,7 @@ <script type="text/javascript"> var DOCUMENTATION_OPTIONS = { URL_ROOT: '../', - VERSION: '3.4.1', + VERSION: '3.4.2', COLLAPSE_INDEX: false, FILE_SUFFIX: '.html', HAS_SOURCE: true @@ -24,7 +24,7 @@ <script type="text/javascript" src="../_static/jquery.js"></script> <script type="text/javascript" src="../_static/underscore.js"></script> <script type="text/javascript" src="../_static/doctools.js"></script> - <link rel="top" title="NVIDIA PhysX SDK 3.4.1 Documentation" href="../index.html" /> + <link rel="top" title="NVIDIA PhysX SDK 3.4.2 Documentation" href="../index.html" /> <link rel="up" title="User's Guide" href="Index.html" /> <link rel="next" title="Joints" href="Joints.html" /> <link rel="prev" title="Simulation" href="Simulation.html" /> @@ -39,7 +39,7 @@ <li class="right" > <a href="Simulation.html" title="Simulation" accesskey="P">previous</a> |</li> - <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.1 Documentation</a> »</li> + <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.2 Documentation</a> »</li> <li><a href="Index.html" accesskey="U">User's Guide</a> »</li> </ul> </div> @@ -152,7 +152,7 @@ <p>SampleSubmarine is a subclass of PxSimulationEventCallback. onContact receives the pair for which the requested contact events have been triggered. The above function is only interested in eNOTIFY_TOUCH_FOUND events, which are raised whenever two shapes start to touch. In fact it is only interested in touch events of the submarine -- which is checked in the second if-statement. It then goes on to assume that the second actor is a mine (which works in this example because the sample is configured such that no other contact reports will get sent when a submarine actor is involved). After that, it adds the mine to a set of mines that should explode during the next update.</p> <div class="admonition note"> <p class="first admonition-title">Note</p> -<p class="last">By default collisions between kinematic rigid bodies and kinematic and static rigid bodies will not get reported. To enable these reports raise the PxSceneFlag::eENABLE_KINEMATIC_PAIRS or ::eENABLE_KINEMATIC_STATIC_PAIRS flag respectively by calling PxScene::setFlag().</p> +<p class="last">By default collisions between kinematic rigid bodies and kinematic and static rigid bodies will not get reported. To enable these reports use the PxSceneDesc::kineKineFilteringMode and PxSceneDesc::staticKineFilteringMode parameters when creating a scene.</p> </div> <p>Frequently, users are only interested in contact reports, if the force of impact is larger than a certain threshold. This allows to reduce the amount of reported pairs which need to get processed. To take advantage of this option the following additional configurations are necessary:</p> <blockquote> @@ -461,12 +461,12 @@ return PxFilterFlag::eDEFAULT;</div></blockquote> <li class="right" > <a href="Simulation.html" title="Simulation" >previous</a> |</li> - <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.1 Documentation</a> »</li> + <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.2 Documentation</a> »</li> <li><a href="Index.html" >User's Guide</a> »</li> </ul> </div> <div class="footer"> - © Copyright 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. + © Copyright 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. </div> </body> </html>
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